Previews

Exclusive: First Details on PC Transformers: Fall of Cybertron

PC gamers finally got a decent Optimus Prime shoot-em-up with 2010's Transformers: War for Cybertron. Excitement for the announcement of the sequel, Transformers: Fall of Cybertron quickly transformed (cue the classic sound effect) to disappointment when Activision first announced there'd be no PC version, and then back again when the PC version was resurrected at E3. I bombarded Activision Associate Producer J.D. Livergood with questions: Will Fall of Cybertron get the all-too-common half-assed console-port treatment or a well-crafted translation to mouse and keyboard controls and graphics settings? We've got the first details.

Livergood, as expected, talks a good game about the PC version of Fall of Cybertron: "Our goal from the outset was to create a PC-centric experience," he said. "This is not just another console port."

Yep, Prime is bringing the Autobots, including big buddy Metroplex, to PC.

But the proof is always in the pudding, isn't it? The first thing we've got to look to is who Activistion chose to put in charge of the PC version when the main developer, High Moon, decided it was too busy with the console versions to do justice to the PC version. It's Mercenary Technology -- Yup, that Mercenary Tech, the studio behind such PC gems as... gimmie a sec... hmm. Oh, hey! Some of their team worked on the stellar F-16 flight sim, Falcon, back in the 1980s. Collectively, as a group, this is Mercenary Tech's first major console to PC project. Listen to the soft squeak as I raise a red flag. Livergood insists Mercenary's up to the task, and that Activision is pleased with what it's seen so far.

The big question: can Mercenary Technology rise to the occasion?

Now for the good news: Mercenary is building Transformers: Fall of Cybertron with Steamworks support for multiplayer -- matchmaking, achievements, community features, the whole nine. Livergood also promises enhanced textures, lighting, and shadows to help make the Unreal Engine 3-powered game a visual stunner on PC, though as of now Activision has no plans to offer full-on DirectX 11 features. Perhaps most importantly, Livergood said Mercenary is doing a bang-up job converting Transformers console controls to keyboard and mouse (yes, controllers will also be supported).

That's crucial, because in Fall of Cybertron we'll be able to transform on the fly from humanoid robot to vehicle (or even dinosaur, er, dinobot), and with each transformation comes a new set of abilities. Livergood said making the changing control sets that come with these different abilities intuitive and seamless on mouse and keyboard has been a big focus. "We want to make sure that keyboard and mouse controls feel organic, like it was designed for them from the outset," he said, noting that the majority of his work with the Mercenary team revolves around the controls. He added that PC players will be able to customize keybindings.

Enhanced visuals bring smoother Jazz to PC.

Here's what else I learned about the PC version of Transformers: Fall of Cybertron:

In what appears to be a first for Activision, Fall of Cybertron will be a digital exclusive in the US, though there will be a retail version overseas. A sign of things to come?

Activision won't be attaching any additional DRM to Fall of Cybertron.

There will not be a map editor or mod tools of any kind.

The PC version will launch alongside its console counterparts on August 21. Livergood added that all Transformers: Fall of Cybertron DLC will also be released simultaneously across all platforms.

There you have it. Steamworks, enhanced visuals, and customizable controls designed for keyboard and mouse. We'll find out if Mercenary Technology can deliver the PC goods next month.

Spy Guy says:
I'm holding you to these promises, Activision! Wouldn't it be awesome if Mercenary became some kind of super-porting powerhouse? The world needs more developers that specialize in giving the PC version of cross-platform games the special attention they need.